#enfusion_model

1 messages · Page 16 of 1

last hill
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Guess Zelik is going to fix it with you, will stop responding now

worthy hinge
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I'm at work, buddy

surreal ore
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Whenever you have time shoot me a message, I'm off the next couple of days.

worthy hinge
worthy hinge
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it works!!!! POG 🔥 Thank you!

worthy hinge
wraith sundial
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Can anyone give me a brief rundown of how to start model making, I modded for a3 but never did any modeling work

karmic adder
wraith sundial
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Ok thanks, I don't think it'll take much cuz I'm just trying to to model a breach stick of c4 but I also have to figure out animations which is gonna suck cuz I have zero idea there. I've done some cad and stuff so at least I have kinda a head start on the modeling part but animations are complete new to me

surreal ore
wraith sundial
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Ok

surreal ore
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I know it's a learning curve and no one really wants to learn the basics. But it's hard to help someone with a UV issue when they don't even know what a UV map is.

meager pendant
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hy @surreal ore can i come discuss a bit with you un vc as well ? i have a couple question regarding the end of importing a model ? if youre okay with it of course

honest pine
worthy hinge
honest pine
worthy hinge
honest pine
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can't wait to see it !

surreal ore
neat nexus
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Anyone know why when i import something into enfusion from blender i only get access to 1 material instance, i got 2 before idk how. but now it just blends all the mesh together, instead of seperate meshes.

karmic adder
neat nexus
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okay, so i have a sign, with 4 meshes. 2 text 1 plane/cube 1 circle. simple sign

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ileshow a pic in a sec. but when i first added it to enfusion

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i had 2 material instances so i could make 1 red 1 white for example

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well i need 3 colors, but when i add the meshes, it blends them so i only get 1 material instance in enfusion. thus only allowing me to place 1 color.

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before i had 2

karmic adder
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Can you show your Blender setup?

neat nexus
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idk what i did to change that

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uhh is there a channel i can stream for ease?

karmic adder
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I don't have time for streaming rn

neat nexus
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like my export setup?

karmic adder
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scene collection

neat nexus
karmic adder
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Let me see the materials

neat nexus
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was like this before so idk what changed

karmic adder
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Also, this isn't following the proper import format

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You'll want multiple LODn collections and one for colliders

neat nexus
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even if its not interacted with? its litterally just a sign

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would one LOD be ok?

karmic adder
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If you don't need collisions, you don't need collider. But you should at least follow the format.

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If you think so, go ahead. Doesn't matter if the sign hasn't many polys and is only used once or so.

neat nexus
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im really new to it.. and blender.

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it wont need a collision

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noones going neer it nor anything

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nor is destructable

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just static mesh

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floating if need be

karmic adder
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Yeah then just an LOD0 collection is fine.

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You might also want to merge the different meshes if they're finished

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If their materials are different, they will stay different

neat nexus
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how does this work? ive never had my materials in my collections.

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only ever used this

karmic adder
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Merging objects? Just select both and hit Join. But I'm not sure if that's the reason for your problem.

neat nexus
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nvm im blind

honest pine
neat nexus
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yh idk, ive fixed my previous problem, but now onto a new one.

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would need to stream it just so i can explain. but cba right now. will try to find some time tomorrow if there is a channel in here and someone to help. but yeah.

Current issue is ive made a sign, made it into a .et and sent it to someone. only when they imported and opened it was just nothing..

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but headache for tomorrow

karmic adder
honest pine
neat nexus
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sent .obx? .fbx .et .emats

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cant remember if .obx is one of them.. just off memory

torpid flame
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is blender 4.1 to high for enfusion blender tools?

torpid flame
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i now have a porblem i never had before, when i try to export a txa file i get this error message:

  File "C:\Users\..............\Blender Foundation\Blender\3.4\scripts\addons\EnfusionBlenderTools\operators.py", line 1385, in invoke
    EBT_OP_ExportTXA.on_profiles_folder_updated(self, context)
  File "C:\Users\...............\Blender Foundation\Blender\3.4\scripts\addons\EnfusionBlenderTools\operators.py", line 1332, in on_profiles_folder_updated
    EBT_OP_ExportTXA.__profileNamesCache = eval(resultProfiles['ProfileNames'])
TypeError: eval() arg 1 must be a string, bytes or code object```

how could i solve this
surreal ore
torpid flame
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yeah thx, i found out the main problem is i had to reinstall the tools not it works

silk glen
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do character models need colliders?

hoary nest
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Is it possible to edit game assets, such as .xob mesh objects, to add a hole in a concrete wall?

surreal ore
hoary nest
fading mesa
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Hey gents, anyone working on 1980s NVGs or saw anyone working on them?

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I only saw modern NVGs so far

fathom bolt
fading mesa
honest pine
fading mesa
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@honest pine PVS-5 or PVS-7 for US, PNV-57 for Soviets

honest pine
fading mesa
sly bridge
honest pine
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As i'm here, can a solidworks 3D model be used for creating a mod ?

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Maybe through an stl export ?

deft owl
fading mesa
honest pine
tulip nymph
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If I want to mod in a civilian aircraft, lets say Cessna 172 skyhawk, how would I go about making that work?

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lets say I have the model, and I want to make it so it can fly and such, how would one go about doing that?

honest pine
fathom bolt
worthy hinge
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Is possible somehow hide the parts of headgear in yours view?

fathom bolt
worthy hinge
worthy hinge
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Ah, okay. I'll try it

fathom bolt
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You need in your material in oppacity the map named « Headclip_A » or something similar and you need to tick some box as well user… something

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And the parametric component will work

surreal ore
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To make it easier, just duplicate one of the vanilla helmets materials, rename it and add your own BCR and NMO textures.

surreal ore
worthy hinge
honest pine
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btw I'm telling that, but I used it on mine but still can see part of my hat sometimes when head move

surreal ore
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Add a ParametricMaterialInstanceComponet

honest pine
surreal ore
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Allow user alpha bias and hide alpha shadow are both required in your material iirc

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The ParametricMaterialInstanceComponet should have user alpha ticked or whatever it's called

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Just take a look at a vanilla helmets material and ParametricMaterialInstanceComponet

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Or just inherited from the base helmet prefab. Then all you have to do is change out the models...

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There may not be a base helmet prefab I don't recall though actually

worthy hinge
gloomy fable
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open the .xob files in the tools, there you can see the materials that underlay fire geometry, ergo ballistics. The model makers neither set one common material standard, neither do they use their own per vehicle. Some don't even have steel where steel should be. To the solution: find the simplest vehicle (the s105), adjust your ballistics to this and then work your way up, constantly checking values and every result it may have on other vehicles. Is it 2024 or is it still 2013?

tidal ice
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Hey peeps any chance anyone here has experience with making a new grenade?
Currently playing around with making a throwable satchel grenade and I've got it that far that I can pick it and throw it, however when I throw it it just disappears?
Process:
Make model -> add colliders -> duplicate rgd5 -> import model -> replace rgd5 model with my own model

tidal ice
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Hm still trying to figure out why my grenade replacement just disappears (^), see following video
If anyone has any ideas I'd appreciate them blobheart

surreal ore
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Does it have lods?

tidal ice
tidal ice
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fyi added some simple 'dummy' lods (as in just duplicated the lod0 model and renamed to be lod 1/2 for testing) however that no worky either

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i figured it out

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I did lods 0, 1, 2 and 3

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but you need a lod 4 for it to work ( i think )

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this is literally me

lunar mulch
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Can a throwable item be picked up after being thrown?

elfin narwhal
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im trying to make attachments for the m9 but how do i do this i know how to use blender but i just dont think the m9 model is here to add it to

sly bridge
elfin narwhal
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which is also hard

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like how do i make a modded version without the base game model

sly bridge
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i assumed you wanted to create attachments like flashlight/ lasersight / muzzle devices

elfin narwhal
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Yep but i was very focused on the mag and i really dont want to spend so much time texturing/making a whole new m9 just for a mag

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i already made a mag for a glock with him but it took so long to get it in there and stuff

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i was already planning on making a extended pm mag then i realised its very complicated to make the pm mag

sly bridge
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then the only option available is to measure the existing one and go from there

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or make a FBX blockout and keep adjusting until it fits

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in theory if you make an extended mag 1:1 with the real counterpart it should fit

vestal quarry
stray bridge
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Anyone know´s how this happens? Seems random to me idk

delicate condor
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maybe something messed up in the material

proven bridge
stray bridge
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Was a problem with the export of the rig from blender, for some reason it was fliped / buggy af. Which resulted in this issue

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got it fixed tho. Appreciate ur help bois

turbid tendon
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Any suggestions for a tutorial for making a building?

nocturne quartz
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depends on what exactly your looking to do

turbid tendon
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I bought a 3rd party Model and am looking to bring it into the game as an asset. Specifically a building, now I have modded in some pistol and an M4 so I am familiar with the practice. I was wondering if there was anything for buildings specifically.

stray bridge
last crest
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What all do I need to make a functional rocket launcher? I know I need a model, but what else?

turbid tendon
stray bridge
turbid tendon
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I mean I want to learn how to do them, howefver the wiki is kidna mid at some points

stray bridge
turbid tendon
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Ahh ok, thank you!

stray bridge
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maybe this helps, but since you started I dont think it will xd

cobalt oracle
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Hello! I am currently making a map and was wondering how to add custom assets such as buildings and vegitation

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Or how I would make custom assets

stray bridge
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alos this might help for the beginning

cobalt oracle
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thank you @limber notch its appriciated. Just need to know where to start

last crest
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question the smaller the polygons the better the texture or is it fine if theres less polygons adn theyre slightyl larger?

stray bridge
last crest
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Ohhhhh that makes sense

tardy cargo
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I can't wrap my head around this LOD override system It seems like it doesn't work

light eagle
tardy cargo
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I figured something out? But it didn't make much sense to me.

light eagle
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so wouldn't 20 percent of screenspace just be 0.2?

shell hedge
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I dont know what those numbers are and there are no docs that explain them, so I had to eyeball it every time

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for some of them I have an array that goes like 200 175 150 125 100 or whatever, and it works the way I want it to

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"complexity scaler"

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I feel like its some "multiplier of default lod behavior" of some sort

shell hedge
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yeah so its a multiplier for the default behavior of when the lod should be displayed

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thats why its so random and annoying

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because the same values wont work for all your meshes

wicked jasper
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Yep

shell hedge
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imo it should be replaced with something that would compute it based on screen size

wicked jasper
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And then I think the inheritance of the parent lod behaviour breaks it a bit more even

shell hedge
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or at least provide us with some kind of formula to calculate it based on number of faces

wicked jasper
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When I tried it out a couple of times my manual overrides were basically just completely ignored in the child entity

shell hedge
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I am not sure about this but I vaguely remember child prefabs never being LOD1 when parent was LOD2, so maybe its just about this

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but if parent was LOD1 the child could be LOD3 etc

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might be wrong tho

wicked jasper
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🤷‍♂️

shell hedge
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smaller number tells the engine the mesh is less complex and should be kept higher quality for longer, larger number tells the engine the mesh is more complex and should be swapped earlier

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so I imagine if lod factor 1 swaps it when its 5 pixels tall, lod factor 0.5 would swap it when its 2.5 pixels tall

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or something like that

mint hollow
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Should be higher number means switching of lod faster, and the other way around. There is a debug which affects every entity in the world even
Scene -> LOD multiplier

shell hedge
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yes that seems to be the case, but I would appreciate if something was setup so that we could plug in the same values for multiple meshes and get the same behavior

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it's no biggie though just a little annoying

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how does the game determine when to switch? if its using screen size then we could adjust the screen size requirement instead of eyeballing those factors

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wait no, that would still not give me the ability to use the same values in all meshes thonk

mint hollow
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There is already a pixel size scale

shell hedge
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pixel size scale only controls culling, not LODs

torpid sorrel
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Hi my friend, did you solve it? Same issue here

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Hi guys, somebody knows how to hide the model in 1st person perspective?

stray bridge
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check the mark

slim knoll
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And put it there.

torpid sorrel
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any article or video tutorial?

stray bridge
slim knoll
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Cant get any better than that.

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Its literraly.. putting the edds to the Opacity.

torpid sorrel
stray bridge
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why go the hard way when its so easy xd

torpid sorrel
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sorry guys, its hard for me, i don´t understand english very well

slim knoll
torpid sorrel
stray bridge
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Anyone know where or how to create your custom Protection? I would assume a cfg. but I cannot find it lol

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mod this?

surreal ore
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"default lod behavior"

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Not sure if that info will help you understand anything any better.

stray bridge
tacit eagle
stray bridge
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still appreciate ya

gentle hinge
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Has anyone in here ever used the zeroing generator? Trying to figure out if it's possible to use this to make the zeroing variables for a scope change depending on what rifle it's on, but the scope zeroing tilts seem to always dominate

pliant apex
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When people have been modeling guns in the game what have you been using as a reference?

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For the dimensions

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The sample model?

karmic adder
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Real world dimensions, 1 blender unit = 1 meter

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Unless you mean something else

pliant apex
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Well I mean for modeling a gun into the game

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Do the models in the game accurate dimensions to IRL ones?

grand notch
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Hey I was wondering if someone could help me, I made a model in blender and imported it into Arma Reforger. My question is how could I bring my textures from blender into arma?

lusty nebula
pliant apex
stray bridge
meager pendant
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Hello dear model maker quick question does anyone know why the colider is fuck up like that ?

and in my xob he have a good place

and in blender he have a good place to

tidal latch
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you can check it in vehicle wheeled simulation component

meager pendant
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i use the bone from the sample car fbx

tidal latch
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check this in prefab

meager pendant
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fuking christ

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i put suspension

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thanks for the help

meager pendant
# tidal latch check this in prefab

Sorry to bother you again but i have kind of hard understaning how the auto transform in slots manager is working. When its tick my wheel are attach to the vehicule and are animated.

When i desactivate it my wheel arent attach anymore to the prefab (but they take the place of my bone model

dusky ermine
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Any clue why this is happening?

Vanilla Conflict gamemode, i am unable to spawn a chopper directly on the pad - problem is that i inherited from a vanilla heli. My modded heli has issues spawning on the pad no matter what i do.

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The pylons are not clipping anything I checked via debug with Win+Alt

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Nothing is lower than landing gear

dusky ermine
# dusky ermine https://imgur.com/a/8lqDePQ

Found it - on the helipad there is a component called SCR_CampaingBuildingObstructionComponent. In there you need to whitelist the vehicles in order for them to spawn properly

grand notch
stray bridge
stray bridge
stray bridge
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Does anyone know how to setup wheels so they are actually spinning and turning when steering?

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I have it working as an example, but when I got it, it was a year ago. Now I dont know anymore

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everything seems the same (in blender) but wont work

meager pendant
meager pendant
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you should have something like that in carproc anim:

stray bridge
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forgot to assign the vertex group xd

proven bridge
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Hey, could someone give me pointers on why my UCLs are not oriented correctly on import? Thanks for the help

stray bridge
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happens to me too, if you cant find a solution try rotate it "wrong" in blender so its the correct way ingame again

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its probably smth with the amature

wicked dirge
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in Blender maybe try Object>Apply>All Transforms

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then you should in theory see the blender object same as you do when importing, then put it back to the position you want

wary inlet
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Australian Defense Force helmet WIP, sample assets worked like a charm

silk glen
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when i switch from edit mode to object mode i get this ghost Face. any idea what this is?

nocturne quartz
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its some mod, but your topo is really bad

covert dune
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I think faces hidden in edit mode appear visible in object mode, maybe try pressing Alt+H in edit mode.

silk glen
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kk

covert dune
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Otherwise I dunno. 😅

silk glen
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It worked

covert dune
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Sweet!

grand notch
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Is my model supposed to look like this?

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Ik that the textures don’t export with blender but is the model itself supposed to look like this?

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This how it looks in blender

neat canopy
stray bridge
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face orientation is wrong sided also textures are not assigned to the material

proven bridge
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Also judging by the documentation, the pivot has to be in the center of the colider.

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also its specifically just the UCL colliders, all the rest is fine

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ive tried remaking it a a few times, and exporting a default cylinder with rotation/rotation transfrom reset
no luck

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Now that i think about it 🤔
I could try exporting them manually, not through the addon, see if theres any differences

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Thanks for the help tho 😄

grand notch
stray bridge
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if its still strange until the weekend I could have a look at it (dc stream) if you want to, often thats easier and less time consuming than chatting here

grand notch
grand notch
spice cliff
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How do you access the coordinates for the holsters for the worn models placement

surreal ore
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Does anyone else have problems when blender not exporting animated colliders correctly?

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The collider doesn't animate. I've had this problem since release. I've never been able to get this to work.

plush sequoia
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Is it true that to create a vehicle you need to make every bone that was on the prefab in the game?

tidal latch
plush sequoia
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just one modder told me that for a car you need to make every bone, maintaining the hierarchy....

last hill
plush sequoia
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Is it possible to remove components from prefabs?

surreal ore
tidal latch
surreal ore
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I've just never had it work correctly with static meshes. For instance with my bear trap. The visual lods animate with a proc animation but the colliders do not.

tidal latch
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Are you sure you have update collider option checked in proč anim?

surreal ore
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Not sure actually, but I'll look when I get home from work. I figured it was something simple that I missed. That would probably be it.

spice cliff
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Does anyone know How to access the coordinates for the holsters for the worn models placement

stray bridge
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Anyone know´s why my wheels are not "steering" when im steering? pepevroom

deft owl
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I usually make my own version of it, when I tried using wheel_suspension.pap I never got it working

grand notch
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You meant this right?

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Because I’ve tried exporting it 5 times in different ways with it resulting in looking the exact same

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I’ve tried the normal export route, I’ve tried the blender enfusion Addon, I’ve tried exporting it with and without textures

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It always comes back as transparent

neat canopy
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Go to edit Mode. Select all faces by pressing A. Then press ALT+N >> RecalculateOutside

grand notch
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Now I’m missing some things lol

neat canopy
grand notch
grand notch
neat canopy
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Turn this on and send a Screenshot. 🙂

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Everything should be blue/purple from the outside and red facing to the inside

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If red is facing out, select the faces in editmode and flip them by Mesh > Normals > Flip Normals

stray bridge
grand notch
neat canopy
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👍🏻

grand notch
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I fixed the orientation, but still the same

grand notch
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I don’t even care about the textures in blender working I just want the model to work / look properly in the enfusion engine

stray bridge
grand notch
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How

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😂

stray bridge
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reverse the face orientation, that it looks "wrong". Sometimes this happens idk why but doing it "wrong" does the job

grand notch
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I swear I did that

stray bridge
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you want it to be red, which should be wrong sided, but thats how it works when its buged or whatever

grand notch
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Nvm

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Yeah my bad I misread that

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Holy fuck

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You were right

grand notch
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Thank you so much tho man I hella appreciated that

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Like actually so fucking much

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@neat canopy Thank you too dawg didn’t forget about ya 🤝

stray bridge
last hill
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Mine used to do that if my scale was -1 from mirroring something wrong but yeah, interesting that the normals had to be flipped to the wrong side to fix it.

stray bridge
brisk flame
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Hey Jose i know this is 2 years later but how did you fix this ?

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iv full filled out my SCR_BaseCompartment and ActionManager

rough hearth
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Hey guys, im struggling to create a interior for my new vehicle addon im creating. Its is invisible in the enfusion engine. A costum material for inside is existing

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on the left the blender viewport and on the right enfusion

stray bridge
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flipped normals?

rough hearth
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no nmo map yet

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its the inside object ig

uneven vessel
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To expand further on Ben's answer - faces of models can only face one way - usually just facing outside is fine. In this case your model's faces (the 'normals') are facing outside. So, if you already have modelled the interior you need to flip the normals

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You can see this in blender by enabling face orientation or turning on backface culling

stray bridge
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^

rough hearth
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ah alr, thx guys

plush sequoia
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Why does the sit down button appear (but not work) only as a square and only if I hold down alt?

stray bridge
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maybe because of the visibility angle, set it to omnidirectional and try again

plush sequoia
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Hmm, I'll take a look now
Upd : Nothing 😢

last hill
# plush sequoia Hmm, I'll take a look now Upd : Nothing 😢

Is that screenshot of the actionmanagercomponent? You set vehicle entry stuff in the basecompartmentmanager component - the action manager only positions context positions. Basecompartmentmanager allows you to then say what those contexts do - ie: get in driver etc etc.

plush sequoia
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I don't know, apparently I missed something

last hill
plush sequoia
last hill
# plush sequoia Yeah

Being a ground vehicle, is it meant to say PilotCompartment etc? I am not sure as I don't do ground vehicles myself.

plush sequoia
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Yeah, I also noticed this strange for the first time, but yes, the pilot means the driver) the wiki says that it should be so

tidal latch
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have you checked compartment debugs? Perhaps get in/out is obstructed?

covert dune
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To me this seems like it's unreachable, as if you're too far away. Maybe increase the radius, or tick omnidirectional as well for test ?

plush sequoia
plush sequoia
tidal latch
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it will be visible in viewport as

plush sequoia
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The pink and blue tiles are confusing

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This is what it should look like

tidal latch
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yes, so it seems your bone is rotated by 90 degrees

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I think it is using get it empty object - check in Compartment Component to be sure

plush sequoia
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I change the bone rotation in ActionManager, but nothing changes 🤷‍♂️

tidal latch
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its not action manager thing

plush sequoia
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😳

tidal latch
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its compartment component thing - you would need to probably rotate empty object in model itself

plush sequoia
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Oh, I think I found it.

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I twisted it, but now there is some kind of second dot

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Is there any way I can completely remove the Compartment component?

tidal latch
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you can also turn on action manager debug

plush sequoia
tidal latch
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Game Code -> User Actions

plush sequoia
tidal latch
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Enable handler diag & enable adv handler will be more useful

plush sequoia
#

is this ball being placed on FireGeo?

tidal latch
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View layer preset

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or pardon, interaction is using fire geo

plush sequoia
last crest
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ok i wanna test my model in game how do i go about doing that?

surreal ore
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Drag and drop it into a world....

last crest
surreal ore
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If you don't know how to do something that simple you should probably go over everything on the wiki.

plush sequoia
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@tidal latch @last hill thank you very much for deciding to help me 🙏

low leaf
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Do light portals work with vehicles? I'm having an issue getting the lighting right inside tanks. It's supposed to be dark inside even when it's light outside. I've tried messing with AO but then the characters AO doesn't match

leaden trench
fluid solstice
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All get in and out actions for passengers appear and function on this PBR my friend and I are working on. The driver however does not. We can see the little square/cube where it’s supposed to be but still no get in or out action. If we get in the passenger seats we can switch to driver seat and operate the boat just fine. We have moved the location of where the driver get in/out action would be and we still don’t get the in/out prompt. We move the cube. It moves. Just no get in/out 😦

wicked dirge
fluid solstice
quaint nacelle
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Hello dear model maker, does anyone know why my car falls forward? I have the impression that the front wheels don't have a collision and therefore that what is “front wheels” is the bumper.

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Yet the wheels are well configured...

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Can you help me please ?

stray bridge
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multiple things could cause this, hard to tell by the screenshots.

ill list some for you to check

  • center of mass (rigid body, y axis) where is it? How much?
  • radius of the wheels?
  • settings of the pumpers?
quaint nacelle
#

Radius of wheels: 0.415m for the 2 axles

#

But i don't understand the "settings of the pumpers", where is it ?

stray bridge
#

sorry "damper"

quaint nacelle
#

ah

#

okay ^^

stray bridge
stray bridge
quaint nacelle
#

Is it good for you?

#

Update:

plush sequoia
quaint nacelle
#

The pos seem right

#

i don't understand

quaint nacelle
#

Re, i solved the problem, i moved the center of gravity, copied the suspension and weight values on a prefab and then readjusted them to match my 3D. thank you all 🙂

fading mesa
#

@sly bridge Is RHS working only on modern gear now or we should expect some Cold War/Afghanistan models as well? Uniforms, NPO1/PVS-7, Vintorez, something else maybe?

sly bridge
fading mesa
sly bridge
#

this channel’s purpose is for people to get help and/or feedback in regards to the models they make (less and less though) or legally acquire to get in game, not to inquire mod makers if they work on one model or another…

fading mesa
quaint nacelle
#

hello does anyone have a contact with “Tannerjackjoe3” please?

quick cove
#

why is my orgin not correct in the workbench? how can i fix this? i thought i had to change the world origin in blender but that did not fix it.

#

i duplicated the m9 base and changed the mesh for this model but the origin is not right.

surreal ore
quick cove
#

i haven't used it in a long time @surreal ore

#

why

quick cove
#

also not sure how to change the size? is that done in blender or workbench?

surreal ore
#

It's done in Blender.

#

Make sure to apply all of your transformations

quick cove
#

ahh i was clicking reimport resource thinking it was using the updated file but it wasent. i had to reimport it and the changes appeared

pliant apex
indigo halo
#

Hello all, any tip on how to texture a realistic military cloth in Painter? I’m doing several attempts using RHS stuff as a visual benchmark to try and achieve good results on my models. So far I’m doing progress but it still misses something in terms of detail both for, as an example, material feeling and pockets depth

sly bridge
indigo halo
#

Which means manually sculpting them on a HP version and then bake the normal map to reapply it to a lower poly model right?

#

Besides that I’m also experiencing issues with the quality of the “cloth effects” as well. Getting better but they still look a bit fake compared with yours (which I’m using as quality benchmark)

indigo halo
calm rune
indigo halo
#

That is inside the workbench

calm rune
indigo halo
#

Sure i’ll make the screen later tonight and i will post more detailed pictures

indigo halo
#

that is a sample screen from the pants. The side-back pocket looks okish, the front one appears a little bit too flat even after painting some extra height to it. Guess I can fix this by sculpting better details. However the texture of the cloth looks okish in painter but when imported in workbench appears a tiny bit too plastic and undetailed. I also modified materials to increase roughness, reduce specular, zero metalness and darkened through the color palette. Better but not satisfactory

tacit eagle
indigo halo
#

Using Arma Reforger BCR+NMO presets available on Bohemias github

#

I guess it's worth mentioning that up until 5 months ago I had no clue painter even existed so i'm learning by doing. There might be something obvious for many which is absolutely unknown to me

wicked dirge
#

break up the uniformity and color with realistic folds and you will get there

indigo halo
#

I did use some mask with height effect Cloth Folds medium or large but i'm struggling a bit with that

wicked dirge
#

yeh thats never goign to get the quality that you want

#

you need to bake this down

indigo halo
#

so it'd be better to actually sculpt the folds in blender?

wicked dirge
#

yes a 1000x better

indigo halo
#

consider that my drawing skills are limited to representing a human with 4 lines, a rectangle and a circle for the head 😄

wicked dirge
#

even better to use Marvelous Designer and zbrush to help you out

indigo halo
#

eh i'm on a budget though, already bought painter which hit hard 🙂

#

baking it down means going directly in blender to sculp, generate my normals and only after move to the texturing. Am I gettin this right?

wicked dirge
#

*this is just a test

indigo halo
#

Ok I need to find a way to do this very same thing in blender then

wicked dirge
#

if you are like me, challenged in sculpting then MD is the only *decent way

#

esp if you are looking at RHS as example, we use MD

#

if you are a student its $99 a year

indigo halo
#

Sadly i'm not a student 😄

wicked dirge
#

i feel ya haha

nocturne quartz
#

im not a fan of the sewing method of creating clothes

quick cove
#

Ive come to a problem while making this model. I had the model appearing correctly before the steps of making the bones and vertex groups. i tried making all the bones like the m9 base has but i did something wrong and my model wasent appearing at all. so i reverted and just did the slide because thats all i really want for now. at first the mag was not in the right spot but now it is, and the slide was completly gone unitl i shot the first bullet, then it would apear on in the -x axis floating and the animation was tilting instead of sliding. Now Its on zero X and the animation is correct but its appearing in the Y +

#

All i did was group the slide to the sights and then made the root bone and w_slide bone and did the vertex group for them. its working but the slide is just not in the right spot even though in blender and the .xob file it is

surreal ore
#

If you are using the base M9 animations for your pistol then your bones have to be in the exact same position as the base m9s bones.

quick cove
#

so the slide postion is because of the bone? Ill try to change it and see if it moves it. the animation looks right, the slide is just too far forward

calm rune
quick cove
#

ah you are correct

surreal ore
#

Yes I know. I did what you're trying to do over a year ago. Manually created a rig for the m16.

indigo halo
nocturne quartz
#

@indigo halo its called cloth sim in blender

#

and my comment wasnt really aimed towards you, more towards marvelous designer

indigo halo
#

Gotta go and find more info about that 😊 and no worries mine was a genuine request about alternative methods no offense taken at all 😊

upper nebula
#

Im searching some infos about the enfusion colliders Layers pressets / materials properties : ( ex : BuildingFireView, FireGeo, etc) , didnt found all the specs in the bohemia wiki, does somebody have infos ?

stray bridge
#

weightpaint

tacit eagle
#

Guys how can imake simple collison for this its an static obj

stray bridge
#

how to setup a collider is described in the wiki. Dont have the link ready rn

surreal ore
#

For the love of God stop trying to do things before you take the time to learn how to do them. Read the wiki pages. There's 0 reason we should be answering the same questions 2 years later.

midnight verge
#

The guy was asking a question tbf no need to be rude abt it

midnight verge
#

It just comes off as aggressive I suppose but I think that’s because it’s text

surreal ore
#

Yeah, I know i sound like I'm being mean sometimes but that's usually not the case.

midnight verge
#

Yea that makes sense tbf

surreal ore
#

If another person has to explain everything to you then you'll never actually learn anything.

#

Eventually you'll ask a question that no one has the answer for, then you'll more than likely just give up instead of taking the time to figure it out for yourself.

#

I don't want people to give up, I want them to learn and make cool mods.

proven bridge
#

Sure, the question/answer might had been simple, but keep in mind that not everyone that wants to mod is a dev and knows the channels where to find this info. And creating colliders in DCC is not inherently logical.
In my eyes this issue hints at the issue of not having an FAQ on this topic.

I agree with aaron on this, it does come off aggressive. I do also get that its annoying answering the same fundamental questions. But this is just detering people from reaching out again.

sly bridge
proven bridge
delicate condor
indigo halo
# delicate condor look up blender cloth addons there are things that might be useful. probably not...

I’ve been trying with Simply Cloths but base assets are limited, so I went with a home made sewing thing but I admit managing LODs is a nightmare even though I bought the quad remesher addon. There’s clearly a gap in my knowledge and skill which tutorials are not completely filling up. I’m trying a lot I’ll find a way sooner or later. Any suggestion also on the “pipeline” to follow is very welcome (e.g. start from low and build up the LOD0 with subdivision, or do exactly the opposite)

sly bridge
indigo halo
# sly bridge Always start with the high poly. That is not even game asset material, it’s only...

But then what would the best way be to go down in poly count? Decimate deforms the topology by alot and I need to bound it to vertex groups to avoid seams being misplaced. Remeshing works partially but you lose details of parts such as pockets and stuff. Is there any other way I’m missing out? Sorry I don’t want to monopolize the discussion but I feel my experience might be beneficial for others too

sly bridge
indigo halo
#

P.s. managed to bake HP onto LP. Astonishing.

sly bridge
#

depends on how you go up basically

#

You can subdivide(catmul or osd) you can also sculpt or CAD the HP

#

generally the best (cleanest) way would be to fully retopo on top of the aHp

indigo halo
#

Ah! Here retopoflow might come in handy, little time consuming but doable. Point might be how to follow heightened parts like pockets etc, also arms are a bit of a struggle.
However I believe the first thing I need to sort out, since MD is at the moment not doable for me, is finding a reliable way to generate a model which I can use as base for the subdivision. That’s my main issue as of now

sly bridge
#

should be parts / retopo on top of the sample character

#

MD is not the only way. You can always sculpt it (i know blender has some pretty nais sculpting tools)

#

before MD the workflow was main 3d software (max maya blender modo etc) to zbrush for sculpting the back to main 3d software

indigo halo
#

I will try the retool approach on main character. Which could end up giving me the lowest lod, clean and simple. I will the subdivide it to go all the way up to the HP and I will bake back the normals.
Let’s see how it goes! Thank you for all the suggestions you all gave me a lot to process and digest. Now it’s a matter of training 😊

stuck kraken
wary inlet
surreal surge
#

@shell hedge is there any tutorial on configuring new attachments to show up in the Bacon Loadout GUI so they can be switched in and out. I can only get them in the arsenal.

shell hedge
surreal surge
shell hedge
surreal surge
meager pendant
#

hy everybody can anyone explain how i can moove a bit up the launcher when he his on my back ? did you know wich bone is used to make this ?

thanks in advance

#

so far i have tried:

  • w_slide
  • w_root
surreal surge
#

the pbr seems to be making more sense but I do want to check on the correct setup for these ?s about setting up the model. I use the sort objects and collider setup from the enfusion tools so ive got that set up but im unclear on a couple of these points. Im also using fireview Geo for it right now as I want it to be visible to AI and able to be struck by a projectile. That seemed logical but sometimes its not for the engine

#

the highlighted mesh is one of the example colliders i resized that BI provided

#

the suppressor is inside that but the collider fully covers the mesh by a small amount on either side

empty sapphire
#

Hello! Is there anyone with experience here whom I can contact regarding model making in the Enfusion Workbench? I am quite new myself.

stray bridge
#

for specific questions here is the right place to ask them, for general stuff the wiki is your best friend

surreal ore
gentle hinge
#

Would anyone know why the PiP functionality for a scope I'm building is not working? I followed the documentation for optic creation and configured it similarly to the existing optics. When I use 2D mode it works just fine, but when I try it in PiP mode it looks like this for some reason. I assume it has to do with the PiP material and mesh set up, but I've tried messing around with both a lot and haven't been able to fix it. Tried scraping the documentation and overall web and can't seem to find any solutions, so would greatly appreciate any ideas that might help

surreal ore
#

Maybe the normals are wrong on the "lens"

brisk flame
gentle hinge
# brisk flame <@698996590387396638> this ^ take a look at the sample lens and how they are mad...

This is what I'm doing right now because I've got the normals looking better now it looks like, and overall I'm pretty much right on with the sample lens at this point, but I'm still not getting any PiP

Update: I have PiP working but it needs to be tuned, some interaction between the glass mesh (I think?) and the PiP layer was the underlying cause. For anyone who wants/needs to troubleshoot their PiP functionality, move the PiP mesh back way back between the eye and rear sight memory points and see if you can see something, that ended up giving me a lot of clues on other things going on

surreal surge
#

As a quick query what are the general guidelines around total tri and vert count for a full sized AR or Sniper rifle in reforger?

wicked dirge
surreal surge
south gust
#

Hi, i have a problem with my collider_ it sets up as a object part while not beeing added to the colliders section, even though i have in in the colliders collection in Blender. Also prefix UTM

last hill
south gust
#

I got : Stone, Building

last hill
south gust
quaint nacelle
#

Hello dear model makers, I have a problem, my vehicle has a collision problem, do you have a solution?

quaint nacelle
#

i followed this tutorial lol

surreal ore
#

If you did. Your car would work correctly.

quaint nacelle
#

yes but if I come here it's because I need help and I don't understand why it's doing this

#

So if you know why, can you answer me otherwise your “help” has been of very little use to me ^^

surreal ore
#

Because you missed something during the tutorial you "followed"

#

If you followed the tutorial you wouldn't have issues. The issue in the video could be from any number of things that you missed.

#

I highly doubt anyone can watch your clip and immediately know what YOU missed

#

Go back through the tutorial and double check.

quaint nacelle
surreal ore
#

There isn't much more information you can give. You followed the tutorial. If you didn't miss a step it would work. Go over the tutorial again and find out what you missed .

#

It's way easier for you to look through the tutorial and double check for mistakes. You have the model directly in front of you. As opposed to someone else having to ask you 50 questions, just for you to have to check for those mistakes either way.

#

If you followed a tutorial and have a completely different outcome it's obvious that you missed a step. Probably something pretty simple as well. Troubleshoot your work. Troubleshooting is easier for you to do as you're the one who made the vehicle.

calm rune
#

Zelik is right. Much easier for you to double, triple check the documentation slowly because if someone here is going to help you they will only ask the same questions that you would get anwseres from the documentation and you doing it yourself is still quicker.

surreal ore
#

"Tough Love" in that regard.

stray bridge
# quaint nacelle

smth is set up incorrectly (value too high) cant remember what it was exactly but smth in your "_SA" comps

quaint nacelle
#

may be the simulation

#

anyway, I'm rereading everything I've modified in the configs and comps

quaint nacelle
#

Do you know why my wheel has a red square on it? I couldn't find anything on the BI wiki.

calm rune
#

Everything you need is in the documentation. Do not expect to find it all on just one page.

pure kayak
#

WIP PAVN uniform, currently just the field shirt

tacit eagle
#

I just tried to make an custom turret Xd

faint scarab
#

Hy guys, i'm triyng to fit some patches to my model, i used the RHS as reference because is the prefab that i used to replace the xob with mine! In this particular case i need to move the patches a little behind. There is a way to do it without going crazy with the coords??

wicked dirge
gentle hinge
#

Would anyone know what might be causing my blender object to import into Enfusion with colors, despite having a blank base material and no colors applied in Blender? These colors are bleeding through to the textures and I cannot figure out where the hell they are coming from

uneven vessel
#

Check custom vertex properties (can't remember the exact name, it's a drop-down in blender) for a vertex colour field

gentle hinge
rough lynx
#

Nah, it should be under the green Object Data Properties tab that's in the right console

uneven vessel
#

Yeah sorry wasn't near my pc when I saw this, da12th is right on

#

Generally I've found custom properties there outside of the normal ones like UVs and sharpness cause issues in enfusion

#

UV packmaster was storing pinning group data in there that would make my whole model black on import

gentle hinge
pure kayak
#

any advice people can give on making optimized trees/branches? trying to make some bamboo

nocturne quartz
#

you just have to make it like how the trees are done in game. nothing complicated

leaden fractal
chilly dragon
#

Rather than a 3d mesh

faint scarab
# wicked dirge if you are making new patches maes them have exactly same origin wrt velcro as r...

The slot on your model is not compatible with the velcro on mine, so I'm trying to move the point but it seems like a never-ending job because I can't figure out the origin point of the slot. So I tried to recreate the slot on another model from scratch, but it still doesn't seem to work because the patch doesn't appear. Now I'm trying to set the point from the workbench as you advised me (by the way, thanks) but in any case I don't think I'm doing it correctly...

wicked dirge
faint scarab
pure kayak
#

so with the prefabs for webbing, how tf do you align stuff using only numbers with no visual feedback? mine is all messed up and i cant seem to get it right

#

is there a method to manually rotate and move with like arrows or is it only the input numbers

haughty knoll
#

It usually moves the entire main prefab if you try it right away, but clicking into the input boxes once does the job. Kind of confusing. 🥴

pure kayak
#

makes it even harder

south gust
#

what is the maximal capacity for a model (triangles or smth) ?

surreal ore
#

Use preexisting models by B.I. as example and keep it similar.

south gust
#

Antoher question : my import of the vehicle base model gets stuck at 58% importing resource. while the Turret imports just fine in seconds

surreal ore
#

Could be a hardware issue.

surreal surge
#

im having a problem with the skinning on this button. Ive done a couple successfully but this one keeps telling me that its missing some weights when I import it. Ive tried redoing it about 10 different times but i just cant seem to get it. any tips on what i might be doing wrong

#

i dunno. i changed the weight and it seems to have accepted the baboon heart

pure kayak
#

okay i genuinely cant work out how to do prefab slots for models, they just float above and its way too trial and error to move the arrows

#

any ideas?

coarse peak
#

You have 163 bones?

pure kayak
#

its rigged correctly, it uses teh same model as a standalone one

#

its just the "slots" version of it is hovering and i cant position it properly

surreal ore
#

Doesn't look correct to me lol

leaden trench
#

All free

tidal latch
#

Or actually sorry - it was discussed on our company slack

leaden trench
karmic adder
#

I'm not sure how that interacts with the UE Marketplace license though

leaden trench
#

Maybe they had a license beofre and dropped it?

karmic adder
#

In that case it seems they have conflicting info on it

#

Their product specific documentation, even for new assets, says:

License
Licensed for Use Only with Unreal Engine-based Products.

#

But given their comment about Unity, referring to the Marketplace terms, I'd say it's probably fine.

karmic adder
#

It's a PDF linked on the individual product pages

#

But as I said, I don't think that actually applies.
While the marketplace terms do have an "UE only content" clause, it's explicitly worded as "as designated by Epic", so not something random sellers would do.

tidal latch
#

indeed, there are few contradictory statements here and there but content itself has UE only text too

leaden trench
#

Another license here with no mention of UE only: https://marketplace.vigilante.us/terms-conditions/ However this one would be incompatible with free mods, as it only allows commerical use; "the license is granted to use the Asset in 1 (One) commercial application, commercial software library, or a commercial software project."

Your agreement to comply with and be bound by these terms and conditions is deemed to occur upon your first use of our marketplace.

pure kayak
#

its only using the slots system this happens

paper mantle
#

When purchasing a model from CG Trader, what should I be looking for in relation to features to make the easiest importing into blender/Reforger?

leaden trench
leaden trench
wicked dirge
#

hahaha

#

halleluja

leaden trench
surreal ore
surreal ore
#

The Vigilante stuff specifically says Unreal only though.

leaden trench
#

I linked above in this chat the FAQ linked in the email

#

Still a piece of the story is missing, idk why the contradiction there in the first place

surreal ore
#

I tired to argue the point of the marketplace TOS before. Because it specifically states that things can be used elsewhere unless Epic Games states otherwise. Which all of the things created by Epic Games say "Unreal Only"

#

If Vigilante stuff was a part of a grant then Epic probably says otherwise about it. I.E. it's Unreal Only

#

That's the reason SpaceStrider and I didn't use one of there tanks for the first tank implementation.

leaden trench
#

or maybe they were confused about it.The email and FAQ on their page make it quite clear you can use in other game engines.

surreal ore
sly bridge
#

best way to approach this would be to contact the seller / author / owner directly instead of trying to figure out two separate licenses

fossil crater
#

@leaden trench Check their individually provided licenses for the product, and see if there is any UE only clause

#

For example

#

Always check on a per asset basis

#

Not on some (Hopefully) umbrella license

leaden trench
# fossil crater Always check on a per asset basis

I did, I checked them all, and they all have that in the pdf. I sent a 2nd email asking if the phrase "Licensed for Use Only with Unreal Engine-based Products" from their documentation is null and void, because that's the only place I can find it and their previous email and FAQ suggest so.

fossil crater
#

tbf I did not get a definitive answer to that from the email you showed

#

Only that the FAQ is correct, but no actual answer to the question that matters here

fossil crater
leaden trench
#

My question was "In the product documentation PDF linked on each model's page, it states "Licensed for use only with Unreal Engine-based products.", however, the FAQ on your website states that assets can be used in Unity. So which is it?", but maybe person is trying not to answer question because they are not a lawyer

leaden trench
#

I think maybe their FAQ has confused me; the relentlessly positive tone disguises "no" as "yes"

stray bridge
#

Anyone had this weird render bug?
also looks different outside of the inv render
(blender)

surreal ore
#

That looks like a bad photoshop

stray bridge
light vault
#

Has "Create / Update Selected Editable Prefabs" plug-in been fixed in the Experimental release?

stray bridge
#

thats only occuring after I transfered weights

uneven vessel
#

very strange

#

only other things that comes to mind are something weird stored in your color attributes or having more than 1 UV Map

stray bridge
#

appreciate it

indigo halo
# uneven vessel inverted normals?

I would have said the same BUT Ambient Occlusion map might be the culprit too. It was doing the same trick on me a while ago. Or some color attribute carried over from Blender too (like vertex colors, or stuff like that)

cold gazelle
nocturne quartz
#

go into the sdk and look at how the vehicles are made. it will tell you a lot

cold gazelle
inland sentinel
#

Is it possible to create a new prefab using two different vanilla models?

surreal ore
inland sentinel
#

Aye but to merge two models into one mesh object is how I mean

#

Guess you would need a new .xob

surreal ore
#

You can't merge xob files

inland sentinel
#

Which is likely not possible, I could do this in DayZ OB with vanilla assets as proxies

#

Surely must be a way in Reforger

surreal ore
#

Yeah slots or child prefabs.

inland sentinel
#

Hmm never thought of trying slots, idk if a child prefab would work.. I'll have to look into that anyway, haven't messed with the slots component yet

surreal ore
#

A child prefab will work. Not sure why you think it wouldn't.

inland sentinel
#

Because I'm likely misunderstanding how they are

surreal ore
#

Then do some more learning. You'll figure it out over time.

inland sentinel
#

Yep, asking is how ya learn my friend

surreal ore
#

Who do you think we asked the day the game launched? Asking isn't how you learn, doing is how you learn. Lol

quaint nacelle
#

hello, does anyone have a tutorial on how to make emmissives Surface Slot on a vehicle please?

inland sentinel
# surreal ore Who do you think we asked the day the game launched? Asking isn't how you learn,...

Asking and doing. Asking is more efficient and helps a community grow. These channels are literally set up for questions. I have still learnt most of what I know through experimenting and referencing the documents, I rarely ask questions in here. Regardless I shouldn't be feeling bad about asking questions. If you're starting a new job, you never put the new guy down for asking questions. Trying to put people down for asking questions is not a good look. That EM mentality is not healthy. Luckily it's mostly not like that here.

#

Anyways, thank you for the help, I appreciate it

surreal ore
# inland sentinel Asking and doing. Asking is more efficient and helps a community grow. These cha...

I'm not putting anyone down for asking questions. It isn't about asking questions. It's about people wanting to learn vs just wanting someone else to do the work for them. Fortunately this isn't a job though, otherwise most would be fired for not meeting the required prerequisites for being hired in the first place. Point being, some(not all) new modders don't bother putting forth any effort to learn anything before they hop on here asking for someone else to tell them what to do. I do want the community to expand, what I don't want is the community to be a bunch of "modders" that don't really know what they're doing because instead of putting in the effort to learn they just get on discord and ask someone else to do it for them (That's not healthy for anyone and definitely not healthy for the community). I also don't know what "EM" mentality even means.

inland sentinel
# surreal ore I'm not putting anyone down for asking questions. It isn't about asking question...

I understand what you are saying and do agree for the most part. Questions should be to get you pointed in the correct direction when you are stuck but not for the one answering to do it all for you. It is how we learn from each other. That isn't the case with me, I was just asking about the possibility. Truth is I did already try a child prefab for this but wasn't sure how to put essentially two models into one prefab.. I just wasn't sure if it was possible as I used to do it on DayZ and was sure it was on Reforger too. I am new to modding in Reforger obviously though I've done a bunch of stuff myself, I just do this for fun on weekends and create stuff for my friends on our private servers when I have time after my full-time job and school. There is just a lot of needless ego and generally rude behaviour that most new modders get faced with when asking questions and I just try to discourage it.(Not saying that you displayed that at all) I just see it happen all the time and don't like it however a lot less in the Arma discord as the devs are incredibly helpful here.

surreal ore
cold gazelle
#

Can anyone provide me with the location of a good example vehicle model so that I can cross reference mine in blender for meshes, naming, etc? I sort of feel like I'm going in blind and it would be nice to have a proper model to reference. The github didnt seem to have anything of use that I noticed. Thanks.

cold gazelle
surreal ore
#

You can also just look at any one of the vanilla vehicles.

cold gazelle
#

My mistake

surreal ore
#

The sample it lacking a bit.

#

It's better to use a vanilla vehicle as an example.

surreal oracle
#

hello all notsure if this the right channel im assuming it is cos its a model but i was wondering if someone would be kind enough to help out with a mod idea ?

iron frost
#

Hey chaps, I been playing around with the modelling tools for a little while now, still completely A level crap, making all sorts of nonsense not suitable for the light of day.
But going to try to work on something real with Arma reforger, while I doubt I can model from scratch I would love some advice on how to get a good Vehicle Model for a Shilka so I can attempt to try to get it working into Arma reforger.

grim bronze
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Hello everyone, I would like to know if there is any way to use weapon models from other modders, so that I can make some changes, such as adding a suppressor, changing the weapon sound and changing the skin and making my own arsenal? without needing to use it as a dependency

uneven vessel
uneven vessel
grim bronze
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I understand, in this case the creator would have to send me his project so that I can use it in my own arsenal with my modifications?

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One more question, can I make changes so that RHS weapons use a suppressor?

tidal latch
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just make sure to add mod, which you want to modify, as dependency of your project

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keep also in mind licenses of respective modders

grim bronze
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I noticed that a server uses a mod weapon in its arsenal, which only exists in a separate specific mod, and he wasn't using it as a dependency but he had this weapon in his arsenal

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I'm sorry for so many questions I'm still learning how to modify, I'm on my first weapons tutorial

tidal latch
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but you seen that weapon in this mod?

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in Workbench I mean

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you can also load mods from other mods without making explicit permissions but then it might not work if its not loaded

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maybe server was loading that mod separately

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or maybe it was ripped

grim bronze
tidal latch
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are you sure?

grim bronze
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I will send you the mod link

tidal latch
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are you sure server didn't loaded that weapon?

grim bronze
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he has these weapons in his Arsenal, but does not have this mod as a dependency

tidal latch
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but you can still load it on server without dependency

grim bronze
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I noticed he didn't have this mod on his server, but he had the weapons

tidal latch
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just load your mod with that other mod. Keep in mind it will not work if someone will download it and launch it without that 2nd mod

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maybe then he ripped the mod? What mods were on the server?

grim bronze
tidal latch
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I don't know about which server are you talking about. In any case, this is not model making related topic so if you want to discuss legality of it and you think he ripped those models, you can continue in #ip_rights_violations

grim bronze
tidal latch
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if he ripped it then there is nothing to learn from that

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can you provide name of the server?

grim bronze
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the Ukraine way

tidal latch
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ok, he is author of both WCS pack and Jamsheeds Russian Weapons so thats why you have seen it in two places

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so that is not an option for you

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just make dependency

grim bronze
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Another question, can I make modifications to some RHS weapons and make them use a suppressor, using them as a dependency?

grim bronze
tidal latch
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RHS is APL-ND which restricts dependencies but you can ask for permission just to be sure

grim bronze
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Ok, friend, thank you

iron frost
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DO people when they mod in cars/vehicles goto a library website with free models to add into the game? If So could you share some links?

unique current
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newbie question here: is there a default character model i can use in blender to model clothes/uniforms on top of? i'm kind of a neophyte to 3d modelling and haven't done much other than hard body objects i want to try clothing

south gust
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hey guys, what could be the cause of this ?

honest pine
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Hello guys, we are encountering some problem in implementing a new truck, it seems that the only thing we missing is the guizmo to get inside

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if you TP in you got acces to start engine, lights, passenger seat and Get out guizmo but if you want to enter the vehicle as a player, it's impossible because no interaction is shown any ideas ?

trim needle
# south gust hey guys, what could be the cause of this ?

If the helmet is aligned with the example rig correctly in Blender and parented/weight painted etc.

The first thing I'd try is to apply the meshes location in Blender. Should be Ctrl + A apply (location rotation and scale.) That might help.

uneven vessel
leaden trench
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Vigilante got back to me; they said they are going to update the FAQ because it is inaccurate/ potentially misleading. Not the result I was hoping for, but positive nonetheless; it won't confuse people like me in the future.

honest pine
grizzled mauve
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Hey, has anyone been able to make a helmet with a hose like the ones jet pilots use?

spiral hedge
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Hey, if i place this Object, the Grass on this position will be removed. "{A9C84183EA1C4E97}Assets/Structures/Military/Camps/TentUSSR_01/TentUSSR_01_floor.xob" but i can't figure it out how this works. Is this done with colliders / layers?

vague walrus
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Heyo, i have trouble connecting my backpack to bones

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Should i use the enfusion plugin to export or just export by Blender itself?

uneven vessel
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export it as an .fbx with custom properties selected on export

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what's your actual problem?

vague walrus
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Its ingame but it floats in front of the player. Its always the same height when crouching for example

uneven vessel
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and you have your import settings set up properly in enfusion tools?

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ie. ticked 'Export Skinning', and then when you import do you see something like 162+1 (I can't remember the specifics) bones listed in the right hand panel?

vague walrus
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Its shows 0 + 165 actually

uneven vessel
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in Blender have you set up vertex groups for your weighting?

vague walrus
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I havent done any weighting yet

uneven vessel
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Well there's your problem

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go into edit mode, select all the verts, create a new vertex group called 'Spine3', assign all vertexes at strength 1 to that group, then try exporting it again

vague walrus
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Alright I'll try that, thank you!

inland pawn
uneven vessel
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I can't speak for the 'most right' way but that's how I do it

inland pawn
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Okay just making sure im not messing up on import part! Apreciate the help!

uneven vessel
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I also haven't used morphs so I can't speak to that part of the process

vague walrus
uneven vessel
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yes

vague walrus
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okay got it

uneven vessel
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like just attach it to 1 bone and bring it in and make sure it works

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(tbh if you don't have arm straps that's all you need)

vague walrus
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Should i bind the vertex group to spine3 like that?

surreal ore
vague walrus
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Yes, im one step away from making it now

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before exporting to workbench

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and then work in the workbench which im familliar with

surreal ore
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Well you need to be familiar with Blender if you're gonna import models.

vague walrus
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Yes, hes telling me how to do exactly that

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Correct me if im wrong but I think the point of these channels is to exchange information and learn from others

surreal ore
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This shouldn't be your primary source for learning a 3rd party application though. It should be your source for learning Reforger/Enfusion modeling related things.

uneven vessel
uneven vessel
vague walrus
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One thing is saw is that the top of the backpack shakes around a bit while moving since it only attached to spine 3

uneven vessel
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Congratulations!

uneven vessel
vague walrus
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I connected the straps to each of the shoulders via vertex groups

uneven vessel
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👍

vague walrus
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Does that work?

uneven vessel
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how so? not sure I understand your question

vague walrus
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I dunno I'm asking if it's okay to have 3 vertex groups 😂

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Like the main backpack to spine 3 and the straps to each of the shoulders

uneven vessel
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oh yes you can have as many as you want

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I remember in Arma 3 there was a limit on how many bones a single vertex could be assigned to (4 iirc) but I don't know if that still applies in Reforger

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but that shouldn't be a problem

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Realistically you'll probably have to weight the backpack itself between spine 3 and 4, then the straps will be a mix of the spine bone where they come out of the backpack, then the shoulders, then the chest, then the spine bone where they connect back to the backpack

vague walrus
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Awesome, you helped us out alot

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Thank you!🫡

uneven vessel
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enjoy!

steep marsh
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Hey, i added some armor to the HMMWV Gunner but the body doesn´t have a collision. Does anybody know how i can add that for player and bullets?

stray bridge
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you wont understand everything I wrote. You will get there 😉

steep marsh
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Ok, thanks! gonna read that

stray bridge
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Anyone know´s how to fix this by any Chance?

ENTITY       : Create entity @"ENTITY:2305843009213693954" ('GenericEntity','Assets/Plywood_Door.xob') at <29.545000 1.002000 219.052002>
 DEFAULT   (E): HitZoneContainers require a default HitZone. Prefab: @"ENTITY:2305843009213693954" ('GenericEntity','Assets/Plywood_Door.xob') at <29.545000 1.002000 219.052002>
inland sentinel
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What are you trying to fix

stray bridge
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DEFAULT (E): HitZoneContainers require a default HitZone. Prefab: @"ENTITY:2305843009213693954" ('GenericEntity','Assets/Plywood_Door.xob') at <29.545000 1.002000 219.052002>

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it works but I dont want this error message to pop up you know

dark night
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Which version of Blender is recommended for making models for Enfusion?

dark night
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Thanks!

crisp summit
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I'm working on some eyewear and have noticed that there are a number of different head meshes with different proportions. Is there a recommended way to adjust to fit the head proportions so that the model doesn't clip?

stray bridge
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eyewear usually fits okish for the different models. Smth like balaclava is a bit more pain.
I dont think there is an „easy“ way. Personally I modeled stuff. Imported, tested on the different heads and modified the model so it fits. Do it again until it fits all

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make sure you got a debug world so you load in faster into the world 😉

stray bridge
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there is a head template as it seems. Would have been handy lol

crisp summit
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Am I right in thinking there is no way to export .xob files? I'd like to be able to rig and animate this paddleboat.

shell hedge
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you are correct

crisp summit
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Thanks for confirming

surreal surge
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i tried following the optics setup guide but my PIP reticle is black even though ive set it up as closely to the guide as i can. Ive obviously done something wrong and just wondering if anyone had that and what fixed it.

last hill
surreal surge
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its likely something ive done in the settings and possibly the mesh as well for the PIP

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at least i can see through it a bit so i now know its not totally the export or something

surreal surge
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Cheers. I got it. Now to see if its actually zerod

vague walrus
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Heyo, Im working on a Weapon rn thats part of my Modpack. When making colliders i end up with these errors when importing even if i make the collider to just be a rectangle I get the same errors. Could it also be the Firegeo Collider or does the Error mean what is says? The Main Body Collider

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Do I need to rename them ?

vague walrus
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Thank you. I figured it out already

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Only thing I need to figure out now is how I rotate the ironsights when I put a scope on. I saw the option to turn it on in the workbench but I don't know which bone to use to make them flip automatically

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Everything else is basically done. Just gotta make new optics and grips

ornate sage
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anyone got a breakdown of whats needed in blender to make a tank ready for reforger?

silk glen
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Any idea why my colliders would cause my character to walk well above the surface of the mesh theyre colliding with?

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I'm using UTM for my floors

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Tried UBX but got the same result

stray bridge
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probably set up wrong, how does it look like in blender?

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you can also display the different colliders ingame with the debug menu (i think it was windows + alt?, muscle memory..)

plush garden
stray bridge
plush garden
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No worries, sorry for the late reply

stray bridge
ember obsidian
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Anyone knows why it looks so shiny/the lighting is weird, just happens in Reforger in substance painter it looks fine, also happens without textures applied

vague walrus
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Have you tried the settings in the workbench when opening the material. Metalness etc

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Also

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My rifle is almost finished. One of the last things to do is making the muzzle devices work. I can put suppressors on it but it won't work. Sound stays the same and the muzzleflash and it's location stays

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Bones are hidden in this pic. I have a slot and muzzleflash on the right location. Slot is set to the barrel

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Muzzleflash bone isnt attached to anything

elfin leaf
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Hey guys
Big help last time i asked for advise... maybe this time it'll be the same
How do i get an imported car to move " IN-GAME"????

tidal latch
vague walrus
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Thank you!

tidal latch
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no worries, it is planned to bring suppressor to game though so perhaps in future you will be able to have this feature working

vague walrus
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It might be easier to make different flashhiders as visual attachments and leave the muzzle to always be where it is so the update doesn't break the mod😄

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I'll leave the suppressor component in but deactivate it till then i guess

ember obsidian
vague walrus
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You could try to turn down everything that creates gloss and have it open in the world editor to see how it changes in light

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Maybe 1 is too much

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Especially for cloth material

shell hedge
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are you using proper texture suffixes and your texture maps have all the necessary channels?

ember obsidian
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Yeah, but it seems like thats a Model issue and not a Texture issue

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in substance painter and blender everything looks fine, just in Enfusion it looks weird

shell hedge
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I mean it will never look 1 to 1 between the two but it shouldnt look extremely different

vague walrus
vague walrus
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Ah damn, I was looking for that but couldn't find it 😂

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And I don't even have to setup the parallax using blender 🥲

vague walrus
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Update to the canted Reddot. I cant get it to work. The problem is that its not its own optic. My ironsights are my canted reddot basically.

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If i replace the SightsComponent with the SCR_Colli it crashes the workbench

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If i Activate it, it basically thinks its look through ironsights and the parallax of the reddot doesnt work since it doesnt know when to blend in or not

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Is it even possible to have a Rifle that has a reddot instead of ironsights and its base sights?

shell hedge
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just set base sights to skip and add your red dot as an attachment

vague walrus
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Okay the plan is to use them as backup with any optic. I guess i can put it to a snap point that doesnt interfere with slot_optic?

shell hedge
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"interfere with slot_optic"?

vague walrus
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Will adding the reddot as an attachment allow me to use other scopes too is the question

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like 2 scopes at once

shell hedge
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why not?

vague walrus
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I dont know, Im wondering if the game would let me do that. That makes stuff much easier

shell hedge
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like....try it?

vague walrus
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Yeah before making a new attachment to find out it crashes everything i figured i might ask

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😄

shell hedge
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just put a vanilla scope in a slot omg

vague walrus
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true

shell hedge
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should work

vague walrus
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yeah it works

shell hedge
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yay!!

elfin leaf
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whats up guys

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PROBLEM : I EXPORTED THIS CAR MODEL ... I PU ALL THE TEXTURES ... I CAN LOOK OUT FROM INSIDE THE MODEL ... BUT I CANNOT LOOK INTO THE CAR FROM OUTSIDE ( THE WINDOWS ARE STILL PLAIN)

sly bridge
elfin leaf
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face normals?

sly bridge
elfin leaf
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where can i find this option

sly bridge
elfin leaf
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ok one sec...

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then look what happens when i put the assigned texture...

sly bridge
elfin leaf
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is that the change class section

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what do i switch it to

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?

sly bridge
elfin leaf
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omg omg

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duuuuuudeeee

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YOU ARE GOAATEEDDDDDDD?!?!?1

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So when thetexture is red ... does this mean its put in the wrong place??

sly bridge
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no

calm rune
covert dune
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Happens when you put an Opacity map into a BCR slot

elfin leaf
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Where do i ask about car rigging?

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for enfusion

vague walrus
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Well you're in for a hell of a ride 😂

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Check the reforger wiki pages

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And YouTube

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Is that imported model without colliders, memory points etc?

elfin leaf
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thx

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does RIGACAR addon for blender 3.6????

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work?

elfin leaf
steep marsh
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Does anybody know why the bones from my gun doesn´t show up in the Reforger Tools? Added bones in Blender but these dont show up

steep marsh
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Ok wow... Thanks!

ember obsidian
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Someone got a weight paint template for belts?

vague walrus
ember obsidian
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Yeah

vague walrus
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Just paint it red

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All the weight

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See how it behaves

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What I usually do is to paint the part of the model that's closest to selected bone red

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So the weight is where the attached bone is

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And do that for every bone that's attached to the model

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And then test and fine tune

surreal ore
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Transfer the weights from the sample pants

ember obsidian
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oh wait thats smart

elfin leaf
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hey guys ... so i got a model imported onto blender .. everytime i load it .. the model gets really small .. whats can be the issue?